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91,506 downloads

Uploaded:09/06/2003

ForceMod II - The Mercs Strike Back

forcemod2_install.zip | 3.16 MB

with the review of ForceMod II - The Mercs Strike Back. :) For those who liked the first ForceMod, I think you guys are going to love this one. Between the grappling hook, jetpack, flame gauntlet, cloaking for Mercs (like Mindtrick), Optic Radar (like Seeing), dual pistols (!!!) and dozens of other features, this mod has something for everyone. So much, in fact, that I can't list everything here. But that's what the readme is for! I should also note that this has to be one of the most user-friendly mods I've seen yet. Every setting has been worked into the menus and makes it pretty much idiot-proof. ;) Force powers are combinable now, so you can have Light and Dark force powers and there are 4 levels of Force. There are 4 classes for Jedi and 5 classes for Merc. Model scaling has been included and many emotes and admin commands. I can see this quickly turning into many players' favorite mod. :) Good work Azymn and all the others who put so much work into making this incredible mod! ~AmosMagee

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77,794 downloads

Uploaded:03/08/2002

JediMod Official

jedimod1_2.zip | 5.44 MB

JediMod Main Features: New stuff in 1.2: -Amazing new hilt pack made by |:|ReMaRk|:| specially for JediMod v1.2 with 45 new hilts. (be sure to read saber_readme.txt) -22 new emotes! For a total of 31 emotes! -Multiple Taunt Sounds! (you can hear yoda go weeeeehehehewhoohehe) -New move for orange style if your using only one saber -mod_cheatprotection variable that makes it so players can't change models if they are close to other players. -bots can now use hilts. -no more file size limit on tckmodel.cfg[/quote] And ofcourse everything else that was in v1.0 and v1.1. This is the entire mod in one package, so you [u]don't need[/u] the older versions to run JediMod. There is an FAQ also included inside the zip, so if you're new to the mod or still unsure how to get things working, make sure you check that file out. Along with that is also a file called "cvar.txt" which contains the new commands added by JediMod. Fantastic mod, makes MP so much fun!! :D

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34,227 downloads

Uploaded:22/07/2003

Jedi Academy 1.4

jamod14.zip | 285.5 KB

mod and contains all of the past features plus more. Most if not all of the changes are for the admins and the person running the server. You can now ban a whole range of I.P. addresses, there is a new command that enforces the no force/no weapons even if terminator or empowered modes are on, there is a few new sound effects added to exploding body parts and the login of admins and much much more. Personal I like this mod and we run the 1.3 version on the ICoP server and plan on taking this mod for a test run. I suggest giving this newest version a download, most of the new commands will help out the admins and who doesn’t like sound effects LOL. Great job, only time will tell if this is the final version ;). Maddog Below is Amos’s review of version 1.3: [quote] Jedi Academy 1.3 is the final version of this great mod - no really - it IS the final version. Seriously. This update is chocked full of admin commands and emotes and just all kinds of stuff. There are quite a few bug fixes and this is just the best mod out there for admin-ing servers. The gameplay remains the same, but now, like if you're in a duel on an FFA server, you can't use bacta, or emotes. Any sleeping or punished person cannot be killed - they can't even /kill - fabulous feature for admins trying to deal with lamers. Ooo ... and if a Padawan connects and there's already a Pad on the server, the one connecting gets renamed. And, and, and ... there's just so much here. Read the readme. Trust me ... you're going to need to read it. It's a freakin' tome, but there's just so much there and every feature is just ... well, okay, I'm gushing. But I love this mod. Remember, it's a serverside mod, so you don't have to download it to play at a server that runs it. ~AmosMagee[/quote] Below is a list of updates from the last version: [quote]1.4 - Updates · New IP Range Banning Admin Command ( mbanrange) · g_mAllowPowerups - Enforces the use of powerups when 1 or more (Except for ALL) force powers are disabled. · g_mDebugTerminator - Will enforce the "Saber Only" server rule and will allow no weapons other than saber upon it. · g_mDebugEmpower - Will enforce the "No Force" rule and will not allow empowered clients to have force. · g_mAllActivity - detects all activity by client when using the g_timeouttospec cvar, thanks Lee · bot_honorableduelacceptance - now available without cheats, default is enabled. · Spectator Followers can now be kicked, banned, etc. without affecting others. · mvstr - command that allows you to choose which map you want in the rotation, without disrupting the order. · mnextmap - executes next map available in rotation. · g_mAllowAdminMap - controls the mnextmap command usage. · g_mAllowAdminVSTR - controls the mvstr command usage. · g_mAllowTeamSuicide - allows clients to use the \kill command when in team games. · Added Thunder sound effect to admin & knight login. · Added Explode sound effect to the mexplode admin command. · Most default settings that were in academy.cfg are now hardcoded into mod for faster and easier configuration. · jk2logbackup.pl - this is a perl script for BSD and Linux servers only, designed to archive your games.log file weekly. (written by neoE) · Minor Code Tweaks[/quote]

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31,090 downloads

Uploaded:18/07/2002

JediMod

jedimod.zip | 638.99 KB

[quote]This is version 1.0 of JediMod. It includes: [list][*] Can have two sabers at once [*] Two new stances [*] New special move [*] Can scale how often blocks occur [*] Saber scaling [*] Emotes /sit /taunt /kiss [*] Chose to nerf or un-nerf back stab dammage [*] Chose to allow players to spin mouse during backstabs [*] funSize [*] Kick Tag [*] kicking off walls while not on ground [*] The goal of this mod is to customize your saber and to let you have the color you want. (because a lightsaber is personal and everyone is different so they need to be diferent in game) so you can define the color of your saber with the R G and B parameters. in the setup screen choose TCK MOD and define the colors with the sliding bars or setting the exact values. [*] Your oponents will see the custom color of your saber and bots may have custom colors too (for bots open bots.txt in the pk3). [*] The double bladed light saber are not cheat protected anymore but a server cvar : g_enabledoublesaber allows or not the activation of double bladed sabers. [*] Added a new feature extended blade (like Corran horn's saber or Gantorris' saber).toggoled by the command tck_dualphase(or go to the controls/other setup screen) .Admins can remove it with g_enableextended 0. [*] Added 2 diferent colors for each players. The normal one, and one for the extended saber or the second blade of your double bladed saber. [*] Added the model scaling possibility. So you can have yoda at a good height :).[/list][/quote] And a host of other things as well. In the zip you will find a "cvar.txt" file which will tell you about all the commands and how to use the features in this mod (Please read it first thoroughly before posting comments on how to get something to work! Most likely that file will answer your question :D). [b]Install:[/b] Extract all the files to your "GameData" directory. Run the game and choose "JediMod v1.0" from the MODS list. [b]Note:[/b] To enable the double sabers, you must first holster your saber and then type in the command. : It's probably a good idea to bind the 'emotions' to a key (like sit, nod, shake, etc.) : To change the colours for your saber, while in-game, press "esc" key and then go to 'Setup'. Select the 'TCK' option at the very end and you can give each of your sabers a different colour! The 'sit' emotion: The double saber in action ;): Fight fight fight!!! :D

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29,624 downloads

Uploaded:24/02/2004

Jedi Academy Mod (1.6)

jamod16.zip | 286.88 KB

staple for JK2. Hands down, the best mod for the game. Admin commands were simple, you didn\'t drown in a sea of cvars and there were just enough emotes to keep the players satisfied. It\'s the mod that probably had the fewest updates, and was the most stable. But then JA came out. And 1.5 of Jedi Academy mod for JK2 was going to be the last. Since most people jumped over to JA, JK2 was kinda left behind. Then, several people decided they liked JK2 better and went back - only to find that idle hands are the devil\'s tools. Some bored \"hackers\" (and I use that term loosely) discovered an exploit in the 1.5 mod that would allow that person to join empowered and with full admin access. This was wreaking havoc on JK2 servers. ChosenOne was contacted by many regarding this exploit, but having moved on to other things, Chosen didn\'t intend to update his mod. Instead, he handed over the code to Orion who has now, finally, thankfully updated the mod and fixed the exploit for this favorite mod for JK2. So if you run a JK2 server and you like the JA mod, but didn\'t use it because of the exploit, go ahead and download 1.6. It should fix that exploit and once again bring order and peace to your server. :) Good work Orion. Can\'t wait to see what you do with the JAR mod for Jedi Academy! ~AmosMagee

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20,813 downloads

Uploaded:01/09/2002

Enhanced Sabers

es2.zip | 1.23 MB


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18,322 downloads

Uploaded:09/10/2003

Dragonball Z Mod

dbz_mod.zip | 1007.33 KB

character shoot the blasts directly from the hands. It uses the coding from The Eternal\'s & RenegadeOfPhunk\'s jetpack modification and some effects from aS^Tetsuo\'s Nuclear mod, as Sanj credits in the readme. This idea has definite possibilities. With the ability to fly and shoot the ki, you can almost go \"super-Saiyan\" (forgive any misspellings...it\'s way past 1:00 am) on someone. Unfortunately, I was disappointed that you don\'t see the blast build up or shoot, just hit the target. With a little more tweaking, I think it would be incredibly smooth to see the energy ball up around your hands, then shoot out in a steady beam to hit the target. Try using coding from the tenloss to get a long beam, or possibly coding from Raven\'s Elite Force phaser (Interesetingly enough, you\'ll find a whole lot of leftover coding in JKII from EF, like bot/NPC species and ranks.). Technical Data: Pros: 1. Imaginative and fun. Cons: 1. Kinda incomplete without the whole energy beam. Rating: 6/10 JEDIofONE :mepimp:

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17,838 downloads

Uploaded:28/07/2002

JediMod

jedimod1_1.zip | 571.36 KB

dualbladed saber now makes you move slower. -Saber blades now come on one at a time for dualsabers and dualbladed saber -You can search for JediMod games by hitting the all/Jedi Knight II game toggle button -skill mode, toggled with mod_skillMode, causes damage to be area specific. So if you get hit in the head it does 2x damage while getting hit in the legs does 0.9x damage -mod_hilts variable: If it is 0 then different hilts arent allowed on the sever. -mod_allStances variable: If it is 1 then the double saber and double bladed saber can use all the stances -can now type /dualsaber instead of /twosaber and /dualblade instead of /thedestroyer Bug Fixes: -Bots with dualsabers now work. They have to have dualsabers enabled in their bots.txt file though. -fixed a bug with the disruptor firing from 3rd person. -Cheataccess now last until the map is changed. -fixed a bug that caused an overflow if g_enableextended or mod_tckcolors were 0[/quote] Definitely makes the Mod more user-friendly ;) but also adds some really cool stuff! I really like the skillmode.. nice incentive for getting people to start using the guns rather than sabers all the time ;) lol. [b]Imporant!!![/b] You MUST have JediMod v1.0 also installed to make this work!!!! v1.0 can be found here: http://www.jk2files.com/file.info?ID=3942 (Screenies are coming soon :D)

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13,075 downloads

Uploaded:09/07/2002

Hydroball

hydroball_r2.zip | 8.19 MB

gameplay mode: Hydroball. Compete against other players in an underwater game. Fists will be your only weapon while in the arena, and alt fire while holding a direction will allow you to tackle or side-burst. While in the arena, your health will always be full - when you take damage, use force power, do a special move (including tackles), or move while carrying the ball, your stamina will drain. While in posession of the ball you cannot use tackle moves, and primary fire will charge the ball to throw (the longer the charge, the further it goes, up to 4 seconds) instead of punching. Great music included.[/quote] Bots don't play very well, so you have to play with other people (trust me, much more fun when you play with other people, you should try it ;)) The readme also gives instructions on how you can create your own Hydroball maps! [b]Important[/b]: Make sure you download the patch! : http://www.jediknight2files.com/file.info?ID=3381 [b]Note:[/b] If your installation was successful, all the files in this .zip should be in this folder: "GameData/Hydroball"

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12,357 downloads

Uploaded:05/09/2002

ForceMod

forcemod_beta.zip | 1.38 MB

size-scaled effects. Team Assault Jetpack included (see bottom for links and more information) Expansion on JediMod 1.2 platform.[/quote] The readme has a lot more detail on how the Forces have been changed and what Level 4 has in store for you. The mod also contains the Jetpack with some adjustments (look in the readme ;))

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11,627 downloads

Uploaded:18/12/2003

Jedi Academy Mod (1.5 win installer)

jamod_15_setup.zip | 4.85 MB

was supposed to be the last version of this great mod: Quote: -------------------------------------------------------------------------------- Michael B.K.A. cHoSeN oNe brings us the newest and final version of his mod. What wasn’t the last version supposed to be the last? Hmmm anyway on to the review. As always this mod is a server side mod and contains all of the past features plus more. Most if not all of the changes are for the admins and the person running the server. You can now ban a whole range of I.P. addresses, there is a new command that enforces the no force/no weapons even if terminator or empowered modes are on, there is a few new sound effects added to exploding body parts and the login of admins and much much more. Personal I like this mod and we run the 1.3 version on the ICoP server and plan on taking this mod for a test run. I suggest giving this newest version a download, most of the new commands will help out the admins and who doesn’t like sound effects LOL. Great job, only time will tell if this is the final version . Maddog Below is Amos’s review of version 1.3: Quote: -------------------------------------------------------------------------------- Jedi Academy 1.3 is the final version of this great mod - no really - it IS the final version. Seriously. This update is chocked full of admin commands and emotes and just all kinds of stuff. There are quite a few bug fixes and this is just the best mod out there for admin-ing servers. The gameplay remains the same, but now, like if you\'re in a duel on an FFA server, you can\'t use bacta, or emotes. Any sleeping or punished person cannot be killed - they can\'t even /kill - fabulous feature for admins trying to deal with lamers. Ooo ... and if a Padawan connects and there\'s already a Pad on the server, the one connecting gets renamed. And, and, and ... there\'s just so much here. Read the readme. Trust me ... you\'re going to need to read it. It\'s a freakin\' tome, but there\'s just so much there and every feature is just ... well, okay, I\'m gushing. But I love this mod. Remember, it\'s a serverside mod, so you don\'t have to download it to play at a server that runs it. ~AmosMagee -------------------------------------------------------------------------------- Below is a list of updates from the last version: Quote: -------------------------------------------------------------------------------- 1.4 - Updates · New IP Range Banning Admin Command ( mbanrange) · g_mAllowPowerups - Enforces the use of powerups when 1 or more (Except for ALL) force powers are disabled. · g_mDebugTerminator - Will enforce the \"Saber Only\" server rule and will allow no weapons other than saber upon it. · g_mDebugEmpower - Will enforce the \"No Force\" rule and will not allow empowered clients to have force. · g_mAllActivity - detects all activity by client when using the g_timeouttospec cvar, thanks Lee · bot_honorableduelacceptance - now available without cheats, default is enabled. · Spectator Followers can now be kicked, banned, etc. without affecting others. · mvstr - command that allows you to choose which map you want in the rotation, without disrupting the order. · mnextmap - executes next map available in rotation. · g_mAllowAdminMap - controls the mnextmap command usage. · g_mAllowAdminVSTR - controls the mvstr command usage. · g_mAllowTeamSuicide - allows clients to use the \\kill command when in team games. · Added Thunder sound effect to admin & knight login. · Added Explode sound effect to the mexplode admin command. · Most default settings that were in academy.cfg are now hardcoded into mod for faster and easier configuration. · jk2logbackup.pl - this is a perl script for BSD and Linux servers only, designed to archive your games.log file weekly. (written by neoE) · Minor Code Tweaks -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- So, though ChosenOne has promised time and again that the last update really was the last one, you can\'t really blame him for updating this one ... last ... time. He\'s removed over 60 cvars that just seemed to bog the thing down. Doing so has streamlined the mod, making it faster, the filesize smaller and it doesn\'t use as much RAM as before. One of the great things about JAR (for JA) is that Server Admins are able to pick and choose which commands they want their Admins and Knights to have. Chosen has included that same feature here, for those still playing JK2! He\'s also customized the aminfo command according to what level of admin you are, or if you\'re just a player. Two new little cvars were included to let you change the health regeneration of bactas and adjust the value of which the bacta regenerates your HP. I\'d say those are some decent updates for this mod and worth the download - especially with the removal of those cvars. Great job, as always, Chosen! ~AmosMagee

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11,510 downloads

Uploaded:22/05/2003

Jedi Academy Mod (1.3)

jamod13se.zip | 284.16 KB

time in VS.NET. Worr Sonn's original review is as follows: Quote: -------------------------------------------------------------------------------- This MOD is based off the AdminMOD core. It is very useful for clans that run a trial system, and highly useful for having sub-admins. I recommend it to mostly clan servers. Personally, I use this mod on my duel server, and I found it extremely useful. The MOD functions great, I love the trainer and padawan type command system, and I love the /amwait emote. The only problem I found was that /amstatus did not function. Other than that the MOD is perfect. For improvement I'd add TCK's Saber MOD for more customization. -------------------------------------------------------------------------------- Great mod! Astyanax [/quote] Jedi Academy 1.3 is the final version of this great mod - no really - it IS the final version. Seriously. ;) This update is chocked full of admin commands and emotes and just all kinds of stuff. There are quite a few bug fixes and this is just the best mod out there for admin-ing servers. The gameplay remains the same, but now, like if you're in a duel on an FFA server, you can't use bacta, or emotes. :D Any sleeping or punished person cannot be killed - they can't even /kill - fabulous feature for admins trying to deal with lamers. Ooo ... and if a Padawan connects and there's already a Pad on the server, the one connecting gets renamed. And, and, and ... there's just so much here. Read the readme. Trust me ... you're going to need to read it. It's a freakin' tome, but there's just so much there and every feature is just ... well, okay, I'm gushing. But I love this mod. Remember, it's a serverside mod, so you don't have to download it to play at a server that runs it. :) ~AmosMagee

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10,999 downloads

Uploaded:29/10/2004

JAMod 1.6 Fix

jamod16fix.zip | 287.04 KB


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10,991 downloads

Uploaded:04/09/2003

DCMoD v 1.1

dcmod.zip | 376.67 KB

of all a complete and unabridged help function, available in or out of the game. Personally, I think this mod could easily rival the JA mod, or at least be a good alternative. I was impressed by the intensive help file and the ease at which I could get questions or problems dealt with. I'd advise everyone to at least give it a try on their servers, and see which one mod is better. Download now! :D Technical Data: Pros: 1. Inclusive help and how-to. 2. No bugs (some visual distortions with certain functions due to game programming) 3. Lots of new or secret commands! Some of them were most fun...}> Cons: 1. N/A Rating: 9/10 JEDIofONE :mepimp:

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10,846 downloads

Uploaded:18/06/2003

Movie Battles mod v1.2

movie_battlesv1_2b18.zip | 4.79 MB

through online servers to find servers using this mod. There is a new flag for CTF, the author refers to it as a drone. The flags are pretty cool with no poll and it kind of hovers over you. Holocron, Jedi master and Duel game types are not affected by this mod as of this time. The main reason the author created this mod was to try and recreate the battles from the movies, and to try and broaden the game play experience for all of us. With easy installation this mod is worth the download, just be sure to read the readme included. Be sure to visit their site to find out which models can be downloaded for use with this mod. You can play in Original Trilogy or the Prequel film characters.[/quote] In v1.2, RenegadeOfPhunk has fixed a few bugs including TFFA games that would end before they should\'ve been, or not ending when they were supposed to. Also, there was a bug that allowed incorrect team and class models to be used - now fixed so that can\'t happen. And now, non-Jedi have a way to protect themselves from being knocked over by push or pull, by simply standing still, walking or crouching. Force Block works the way Absorb would, except that it\'s a neutral power and it does not feed the person using it more force. Force Regeneration works constantly, meaning, if you have this force power, there is no need to activate it - it simply speeds up your force regen time as you play. Mind trick has been changed so that you cannot use it as an offensive power, but rather more for simply slipping by your enemies. When using this force power now, it forces you to walk, have your saber off and if you activate your saber, mind trick will immediately wear off. It also now uses 75 points of force, rather than the previous 50. A cvar has been added for saber vs. saber combat so you can choose to play without the saber damage changed at all so duels are shorter, or you can go with a setting that will reduce saber damage dramatically for longer duels and there\'s even a setting for in between those two. :) Heroes can no longer dodge close range shots, but they also can no longer be shot in the back. There are a few other updates to this mod, so you might want to read about them yourself in the file provided in the zip. This mod is extensive and complex and just ... amazing. The only real competitor I see Movie Battles mod having is ForceMod II. Great job, RenegadeOfPhunk! :D ~AmosMagee

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10,208 downloads

Uploaded:26/10/2003

Dueler\'s Mod 1.4

duelers1_4.zip | 5.07 MB

duels are totally interference free (it is literally like no one else is there but the two people dueling) and what\'s more, there are several modes of play to choose from. As a duelist, you can choose the rules with your opponent. I mean, if that\'s not great what is?! Also, there is a Tournament Mode which automatically picks players based on skill and score and pairs them up in a ladder-like formation. The latter of the two is not FFA-style, but still really innovative on its own. The step up from 1.4 to 1.3 was minute in some changes (took out a few things at another author\'s request I believe) but this is an excellent mod for JK2. Now if only someone was capable of making one for JA...I\'d die a happy duelist. * waits patiently for Raven to release the JA SDK * - Chrono

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7,602 downloads

Uploaded:09/07/2002

Menace of the Sith

menace00.zip | 24.96 KB

improved! [b]From the author:[/b] [quote]A vast improvement upon the lightsaber special effects in MP. Added lens flares, new flashes, a new damage effect, and increased the likeliness of saber blocks in MP by about 37%.[/quote]

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7,265 downloads

Uploaded:17/09/2002

JediMOD: Dragon Remix

jmdr.zip | 9.6 MB

now is added with the JediMod/JediPLUS mix! [b]Install:[/b] Extract the files to your \"GameData\" folder.

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6,458 downloads

Uploaded:24/07/2002

JediStyle

jedistyle1_1.zip | 509.2 KB

\"ninja\" wall flips -wallrun jump boosted slightly -jump kick is now a dropkick (only works on downward velocity of jump) -sideways kick removed -saber throw does progressive damage, the longer its in the air the more damage it does (ex. quick throw at someone infront of you only does 10 damage) -one handed styles used during run and has slightly less defense -2 handed styles used during walk have more defense and damage -walk speed is closer to run speed -new \"tornado\" jump attack for one-handed blue style -backstab and lunge belong to 2 handed blue -\"new\" jump saber slash and hop back attack for one handed yellow -special attacks cannot be executed immediately after one another -special attacks do not need enemies \"in sight\" or directly behind -new stagger effect when blocking a saber strike -saber defense arc smaller, no deflecting shots from behind -1 second buffer between each roll -dismember automatically on Weapons- -more realistic velocity and damage -blasters and repeater shots randomly ricochet sometimes -laser main mode is rapid fire -repeater alt is a stun blast -homing missile can bounce and does not lose lock from a push -portable force field fixed so it does not cause \"lag\"; also the dimensions have been changed into a smaller shield you can crouch behind for cover -removed the flechette gun for redesign -explosions now do the same damage to their owners as well as their enemies if caught in the blast Player- -shield soft ceiling at 75 instead of 100 -standing still while crouched regenerates shield -health kits and bacta increase health over time instead of instant -force heal causes you to kneel while healing -force speed now works like in the movies allowing you to move at blinding speed briefly -protect does not drain force unless hit -force push/pull does not knock you down as long [/quote] Long list isn\'t it? ;) As you can see this mod affects many aspects of the games (weapons, players, etc.) The zip file contains 2 zip files which will be helpful in executing the moves and letting you know the changes/features. Be sure to check those out as well. [b]Install:[/b] Extract the files to your \'GameData\' folder! Go to the Mods menu in JK2 and select \'jedistyle\'

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6,174 downloads

Uploaded:22/07/2002

Saberist Mod

saberist.zip | 213.95 KB

other big jk2 site's downloads were down again) I've also reset the rating and download counters - Pro-Filer [quote]This is version 1.0 of Saberistmod. It includes: - new standing idles from single player - new stance idle (player moving a little like in real life) - new Red stance (much better then the origanl) - 2 New attacks in red stance - flip slash changed to downward flipstab in yellow stance - yellow stance 10% faster for more real intense battles - 5% speed increese in yellow and red back sweep - New force getup and and regular getup animations - New rolls: left,right,and back roll animations - Works great with Jedimod v1.0[/quote] People Iv'e played this mod and the new stances are sweet, especially the red sttanding idle.

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6,090 downloads

Uploaded:22/02/2003

No Limits Mod

knsnolimits.zip | 598.98 KB

your own trip mines, which makes leaving them in places a bit safer for the person planting them. And third, ALL weapons are set to severe rapid-fire, even alternate modes. I blew through my entire blaster fire ammo in about 3 seconds. It may seem like a bad thing to deplete your ammo so quick, but just imagine the devastation of hitting one person with 10 alt-fire repeater Plasma Grenades in a single shot! Or how about 10 rockets in one blast? Beware, though. No matter how fast you're firing, your opponent's saber can keep up with the blocks. I emptied my Blaster's ALT-fire at AmosMagee while she had her saber drawn, and I was wasted in seconds by the deflection fire, and she didn't take a scratch. Way cool! This mod significantly changes the dynamic of the game, and opens up new possibilities!! Astyanax

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5,915 downloads

Uploaded:09/07/2002

Hydroball Patch

hydrop_01.zip | 567.87 KB


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5,513 downloads

Uploaded:11/04/2003

Masters of the Force (R3)

motfr3b3.zip | 790.68 KB

damage/explosions, weapon hitting, TrueView mode (explained in readme). All weapon damages are all LETHAL. I like the ideas behind this mod as it gives you more versatility and closeness to the actualy movies. I think Razor Ace has covered a large amount of ground in making this game better for part of the Jk2 Community, just as I have for a different part of it with my own work. I look forward to seeing more from him. [/quote] Version 3 also includes the following fixes and updates: [quote] - Saber-on-Saber AutoBlocking Disabled We turned it off of because it\'s lame in its current form. We will be implimenting a involved form of saber blocking soon. - Using the dedicated server executable no longer crashes the mod. - Proto Ghoul2 Saber Collisions VASTLY improves the saber collision detection. Your blade is now an actual ingame model instead of a square nonrotating cube. This means that you sabers have to actually \"touch\" to count as a impact. - Saber Damage Passthru Sabers now do passthru damage. This means that the saber can cause damage to multiple targets at once. This also improved the saber body collisions a bit. (A saber used to total block saber even when the attacker\'s blade was in the defender\'s gut.) - Ghoul2 Error Bug General problem with Ghoul2 hit detection fixed. There was problem with attack traces starting inside an object. This also fixed the problem of the fragments from the frag gun sticking to the saber. - Turned on animation blending for saberlocks. No real gameplay effect but it looks better. - Many of the debug messenges now reports time in addition to the other data. - Personal duelers now autododge disruptor shots from people out side the duel. - Saber Hit Detection Bug Fix Fixed major saber hit detection bug I caused in R2. There wasn\'t a in game effect but it doubled the workload per hit detection per frame. I didn\'t realize that you can\'t have multiple saber scans (with the old technique) because you end up hitting your own saber entity once the ignore changes to the next missed entity. [/quote] Astyanax

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5,266 downloads

Uploaded:13/02/2006

DS-Online Clientside

dsonline_1.3_clientside.zip | 5.7 MB

in the field so I can\'t tell you whether it\'s good or not. It has many features that should sound familiar: emotes like amsit, amsleep, amsurrender. It has admin commands, such as amkick, amslap, and ampunish. It also has additional rcon support. In addition to these emotes and commands, the mod contains two types of \"lame protection\": a timer, which begins upon holstering your saber, and a system based on attacking vs. not attacking. The second system also puts restrictions on the \"protected\" character - they can not obtain pickups or harm others with kicks. In the first system they can harm with kicks, however this will cause the protected player to once again become vulnerable to others. Also included, which I think is a nifty tool, is a word filter. Tired of being called a n00b? Filter it out and never see it again! Of course this can also be used if you\'re tired of seeing little kids practicing every swear word they\'re not allowed to speak at home. There\'s more to this mod than I\'ve described here, so if you\'re interested give it a download and check out the various read-mes for whatever information suits your fancy. ~Inyri

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5,056 downloads

Uploaded:10/02/2003

Nuclear Fun Mod V3.0

nuclearfun.zip | 248.43 KB

force. -Rocket Launcher is now a nuke. -1 rocket uses up to 3 rockets now, or else there would be too many nukes in a map. -U start with the \"rapid\" disruptor rifle. (fire mode one is a bit weaker, but u have unlimited ammo) -Blaster now has explosive shells. -main cast bow fire and repeater now have bouncing bullets. -repeater plasma ball now bounces 1 time. -Made nuke\'s move slow. -Stun rod is now made for what its mend to do, to take some one out in one time -Rocket now has an large explosion FX -Grenades are changed into smoking grenades I\'m normally not a big fan of mods, but this one is actually pretty darn cool. It adds a new dimension of fun to the game, so if you\'re looking for a change of pace, definitely grab it. Astyanax

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5,021 downloads

Uploaded:31/01/2003

ProMod

promod3.1.zip | 817.77 KB


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4,614 downloads

Uploaded:01/08/2002

JediMod++

jediplus3.zip | 712.17 KB

Functions as follows - Freeze, Unfreeze, FreezeAll, UnFreezeAll (BOFH and [WD]Rage - Slap (BOFH and [WD]Rage) - Slay (BOFH) - Ban (Dest) - Clientban -- ban by client # (Dest) - Clientkick - Correct tckmodels.cfg (BOFH and Various Other People) - Allowing force powers during duel other than Mind Trick & Lightning via a CVAR (BOFH) - Adding just saber throwing to duels. (BOFH) - Allowing RGB Sabers in TeamPlay modes [CTF/Team FFA] (BOFH) - Can have two sabers at once (Dest) - Two new stances (Dest/JK2's own code) - New special move - Can scale how often blocks occur - Saber scaling - Emotes (Dest) - Chose to nerf or un-nerf back stab dammage - Chose to allow players to spin mouse during backstabs - funSize - Kick Tag - kicking off walls while not on ground - Saber only JediMaster mode with a dualsaber. If you start a game of JediMaster and weapons are disabled then it goes into this mode. It's fun. - lots of cvars (All Programmers)[/quote]

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4,442 downloads

Uploaded:14/12/2003

Jedi Academy Mod (1.5)

jamod_15.zip | 286.53 KB

supposed to be the last? Hmmm anyway on to the review. As always this mod is a server side mod and contains all of the past features plus more. Most if not all of the changes are for the admins and the person running the server. You can now ban a whole range of I.P. addresses, there is a new command that enforces the no force/no weapons even if terminator or empowered modes are on, there is a few new sound effects added to exploding body parts and the login of admins and much much more. Personal I like this mod and we run the 1.3 version on the ICoP server and plan on taking this mod for a test run. I suggest giving this newest version a download, most of the new commands will help out the admins and who doesn’t like sound effects LOL. Great job, only time will tell if this is the final version . Maddog Below is Amos’s review of version 1.3: Quote: -------------------------------------------------------------------------------- Jedi Academy 1.3 is the final version of this great mod - no really - it IS the final version. Seriously. This update is chocked full of admin commands and emotes and just all kinds of stuff. There are quite a few bug fixes and this is just the best mod out there for admin-ing servers. The gameplay remains the same, but now, like if you're in a duel on an FFA server, you can't use bacta, or emotes. Any sleeping or punished person cannot be killed - they can't even /kill - fabulous feature for admins trying to deal with lamers. Ooo ... and if a Padawan connects and there's already a Pad on the server, the one connecting gets renamed. And, and, and ... there's just so much here. Read the readme. Trust me ... you're going to need to read it. It's a freakin' tome, but there's just so much there and every feature is just ... well, okay, I'm gushing. But I love this mod. Remember, it's a serverside mod, so you don't have to download it to play at a server that runs it. ~AmosMagee -------------------------------------------------------------------------------- Below is a list of updates from the last version: Quote: -------------------------------------------------------------------------------- 1.4 - Updates · New IP Range Banning Admin Command ( mbanrange) · g_mAllowPowerups - Enforces the use of powerups when 1 or more (Except for ALL) force powers are disabled. · g_mDebugTerminator - Will enforce the "Saber Only" server rule and will allow no weapons other than saber upon it. · g_mDebugEmpower - Will enforce the "No Force" rule and will not allow empowered clients to have force. · g_mAllActivity - detects all activity by client when using the g_timeouttospec cvar, thanks Lee · bot_honorableduelacceptance - now available without cheats, default is enabled. · Spectator Followers can now be kicked, banned, etc. without affecting others. · mvstr - command that allows you to choose which map you want in the rotation, without disrupting the order. · mnextmap - executes next map available in rotation. · g_mAllowAdminMap - controls the mnextmap command usage. · g_mAllowAdminVSTR - controls the mvstr command usage. · g_mAllowTeamSuicide - allows clients to use the \kill command when in team games. · Added Thunder sound effect to admin & knight login. · Added Explode sound effect to the mexplode admin command. · Most default settings that were in academy.cfg are now hardcoded into mod for faster and easier configuration. · jk2logbackup.pl - this is a perl script for BSD and Linux servers only, designed to archive your games.log file weekly. (written by neoE) · Minor Code Tweaks --------------------------------------------------------------------------------[/quote] So, though ChosenOne has promised time and again that the last update really was the last one, you can't really blame him for updating this one ... last ... time. ;) He's removed over 60 cvars that just seemed to bog the thing down. Doing so has streamlined the mod, making it faster, the filesize smaller and it doesn't use as much RAM as before. One of the great things about JAR (for JA) is that Server Admins are able to pick and choose which commands they want their Admins and Knights to have. Chosen has included that same feature here, for those still playing JK2! He's also customized the aminfo command according to what level of admin you are, or if you're just a player. Two new little cvars were included to let you change the health regeneration of bactas and adjust the value of which the bacta regenerates your HP. I'd say those are some decent updates for this mod and worth the download - especially with the removal of those cvars. Great job, as always, Chosen! ~AmosMagee

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4,380 downloads

Uploaded:05/02/2003

xMOD

xmod1.2.0.zip | 600.08 KB


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3,913 downloads

Uploaded:04/09/2002

PhatMOD

phatmod1_0.zip | 7.36 MB

Dest, Tchouky, The Eternal, Renegade of Phunk, and Chosen One are the ones responsible for this superb hunk of data. What this mod does is, combine the much talked about Jet Pack mod with the latest version of the wildly poppular Jedi Mod, and I believe it includes a couple extra hilts for the pack as well. I suppose that much sums it up, you know these mods, you love these mods, now love them together. That\'s one hell of a three way.

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3,892 downloads

Uploaded:29/03/2003

Jedi Academy Mod (1.2)

jamod12.zip | 275.5 KB

follows: [quote]This MOD is based off the AdminMOD core. It is very useful for clans that run a trial system, and highly useful for having sub-admins. I recommend it to mostly clan servers. Personally, I use this mod on my duel server, and I found it extremely useful. The MOD functions great, I love the trainer and padawan type command system, and I love the /amwait emote. The only problem I found was that /amstatus did not function. Other than that the MOD is perfect. For improvement I'd add TCK's Saber MOD for more customization.[/quote] Great mod! Astyanax

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3,381 downloads

Uploaded:13/02/2006

DS-Online Serverside

dsonline_1.3_serverside.zip | 752.96 KB

in the field so I can\'t tell you whether it\'s good or not. It has many features that should sound familiar: emotes like amsit, amsleep, amsurrender. It has admin commands, such as amkick, amslap, and ampunish. It also has additional rcon support. In addition to these emotes and commands, the mod contains two types of \"lame protection\": a timer, which begins upon holstering your saber, and a system based on attacking vs. not attacking. The second system also puts restrictions on the \"protected\" character - they can not obtain pickups or harm others with kicks. In the first system they can harm with kicks, however this will cause the protected player to once again become vulnerable to others. Also included, which I think is a nifty tool, is a word filter. Tired of being called a n00b? Filter it out and never see it again! Of course this can also be used if you\'re tired of seeing little kids practicing every swear word they\'re not allowed to speak at home. There\'s more to this mod than I\'ve described here, so if you\'re interested give it a download and check out the various read-mes for whatever information suits your fancy. ~Inyri

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3,374 downloads

Uploaded:24/12/2002

Instagib Mod - Server Side

instagib.zip | 241.66 KB


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3,182 downloads

Uploaded:04/09/2002

Hyper Weapons Mod

hyper_weapons_mod.zip | 4.27 KB


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3,009 downloads

Uploaded:14/09/2003

Aidy\'s Styles v. 2

aidys_styles_v2.zip | 252.01 KB

while the saber styles have a much looser and more open defense stance. Personally, I enjoyed this mod greatly. The spin move when you flip off the wall during a wall run is a bit hard to control but looks so cool regardless. And the red (strong) saber style idle is not one animation frame, but several, so you swing the saber in an arc first. You will need a mod like JediPlus for this to work, so download both and let the bodies fly. Technical Data: Pros: 1. New animations, solid work, and clever idea. Cons: 1. Some animations are dificult to control where you go; not fun on a Nar Shaddaa map or others like it. Rating: 9/10 JEDIofONE :mepimp:

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3,008 downloads

Uploaded:09/07/2002

Bot Co-op

coopbotsmod.zip | 5.33 KB

else. So, if you (and any other players) will be the bots only target. It may not be the best co-op, but I think its the best available at the moment.[/quote]

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2,980 downloads

Uploaded:30/11/2002

ProMod

promod3.0.zip | 772.14 KB

supposed to be the first class-based Mod for JK2. Oh well, I'll let the author tell you all the new features. [quote]1. First Class-based mod for Jedi Outcast - You can dynamically alter your skillset to include Force Powers or Gunnery skills, or create a hybrid of both. Only be aware that the high level skills are reserved for Jedi and Gunnery purists. 2. All new Jetpack! - Fans of Tribes 2 will welcome the jetpack that is available to Gunners with level 4 Gadget skills. It comes complete with dual-thruster effects and a fuel gauge to limit its use. 3. Class Enhanced Duel Gametype - Now you can live your Obi-Wan vs. Jango fantasy in a Duel match. Gunners will spawn with any weapon they have a level 4 skill for and one clip of ammo, regardless of whether the weapon is available in the current map. 4. Enhanced Level 4 Weapons - All weapons become more powerful in the hands of a Gunner with level 4 skills. Damage, firing rate and charge-up rate are all markedly increased. 5. Expanded support for the Combat Strength Crosshair(CSC) - A Jedi's ability to reflect projectiles is now based upon the CSC. The worse your aim is relative to the shot, the longer it will take you to recover from the block, which will leave holes in your defense for other bolts to bypass your defenses. 6. Enhanced CTF and Team FFA Experience - special attention was payed to the balancing of the classes in CTF and Team FFA gametypes. Thanks to all the highly skilled CTF clan members that helped out with this testing.[/quote] Wow, it sounds like this Mod changes a lot in the game. Good job Artifex!!!!!

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2,923 downloads

Uploaded:09/07/2002

JK2: The Fan\'s Version

jk2fanmod1_1b.zip | 662.33 KB

re-enalbed with the g_forcenerf cvar set to 1 -bugfix: rocket speed isn\'t so slow anymore -bugfix: force animations no longer so fast after using grapple -bugfix: force lightning and force drain now work properly Features added in 1.1: -dual bladed sabers can now be enabled for bots with g_botdualblade cvar -ability to flip off a wall and wall run from the air -g_flipheight and g_wallrunheight cvars added to control height player is propelled in the moves -g_wallrunspeed cvar added so server admin can control the speed at which players wall run -Tchouky\'s RGB saber code added (can make saber any color with cvars) UI included under setup to change saber colour -flips defaultly push you farther and higher from wall to flip over players -g_startinghealth cvar added to control the starting/max health of players -g_healthcountdown cvar added to control wether healths counts down when over the max health limit -any shot from a disruptor rifle that kills somebody will now disintegrate -Ask\'s grapple code implemented, given more \"force like\" look and it has also been balanced by now using up force (it is defaulty off; use g_grapple 1 to turn it on if you are server admin; clients can use it by hitting the USE key) -g_grapple, g_dualblade, g_shield, g_botdualblade and g_olddamge added to server info (downside is server must restart to change cvars)[/quote] My screenshot is kinda deceiving, the MOD is much better than that ;). The feature I loved the most (and spent a lot of time playing with :D) was the RGB Saber colour changer... (which is what the screenshot shows, white, a purple one and a sea-greenish one). The MOD changes (and adds) a lot of stuff to JK2\'s multiplayer and I highly recommend you check this out! [b]Note:[/b] For all the new commands, look in the readme! (also have short descriptions of each command) [b]Note 2:[/b] You [u]need[/u] version 1.03 in order to play this MOD!!!

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2,782 downloads

Uploaded:08/01/2003

omnimod1_4up.zip

omnimod1_4up.zip | 1.61 MB

// // Tchouky // All of the model scaling code and saber color code was done by Tchouky. I just fixed some stuff and added a few of my own modifications like being able to sidekick off walls when your not on the ground. The saber scaling code also

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2,739 downloads

Uploaded:28/12/2002

Masters of the Force

motfr1.zip | 488.64 KB

ingame weapons. - A more fair Damage dealing system (everyone is equal) - Semi-Super Secret Easter Egg The goal of the project is to make the game, more true to the movies, make true SW battle siming possible, and just more fun! Please post this on your site so we can get news of this out and availible. Thanks, Razor Ace Team Lead, MotF

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2,280 downloads

Uploaded:04/01/2003

FFAMod

ffamod-1.02.zip | 6.85 MB

crash servers. IT's A Lot more stable more. -Worr Sonn

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1,783 downloads

Uploaded:04/08/2003

The Storm Trooper \"Officer\" Patch

stormie.zip | 15.44 KB

server and give a different variety. Nothing new was really done here and the author admits that and doesn’t take any credit. Download this if you think you need a little change from the ordinary MP Stormtroppers. Maddog Below is an excerpt from the author’s email: [quote] I can hardly take any credit for this. This is merely a skin & surf file allowing use of the \"Officer\" StormTrooper from JK2 SIngle player in Multiplayer. I simply wanted to add a little variation to the Stormie bots on my server. Nothing fancy here. For good measure, I threw in an icon and a couple bot files that should ensure all Troopers work cooperatively (they won\'t shoot at each other). There aren\'t any custom sounds or team variations, as I didn\'t need any. Besides, IMHO red and blue StormTroopers look silly. -Kaia[/quote]

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1,711 downloads

Uploaded:25/11/2003

JediRemix: Endgame Edition

dragonremix.zip | 21.96 MB

Remix 2). Installing only this mod gave me a few new skins and swords and other weapons, but not nearly as many as one would have if they had downloaded all of the skins supported in this mod. I think I shall start this review with the maps. The ruined church map is ominous, with its dark, cloudy sky, deteriorating church, lava pool and cemetary. You\'ll find small fires burning inside the church on and around the broken pews. Rafters have collapsed and you get the feeling that the building could cave in at any moment. Sadly, the church bell\'s texture is missing. The map is okay. I love the concept, but it just wasn\'t what I was expecting. It could\'ve been better. The Vampire Dojo was a bit more appropriate, in my opinion, for this mod. It\'s the Matrix Dojo, retextured. The map is much darker and with the many different textures used here, it gives it an almost evil ambiance. I believe this map was made for the Blade mod (was that ever completed?). There is no way that I could review each and every weapon available to you. It\'s not a time issue, it\'s because not all of them showed up for me. I\'m assuming it\'s because I didn\'t have everything downloaded. What I did get to play with were like, a huge axe, some LOTR weapons (including Gandalf\'s staff) and some other things that I didn\'t recognize. The models included in this mod were Dante, Tiamet (actually, Night Elf), Neon Genesis Evangelion and the Diablo II Barbarian (v2.0). The only difference I noticed for Dante was his size. He was like, Yoda-sized compared to the other models. Tiamet gave me some problems. The green Night Elf either doesn\'t have a taunt or there\'s an issue with the taunt included because when I tried to taunt, it crashed my game. :/ There are two reskins of the Evangelion model and both are great. So, while I didn\'t get to experience everything this mod had to offer, I did get a chance to see enough to say that this is a decent little package here. Sure, the church map had a music error and a missing texture and the Tiamet skin crashed my game - but hey, other than those few small issues, this is a big mod with a lot to offer. Have fun playing it! ~AmosMagee

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1,595 downloads

Uploaded:09/07/2002

Instagib Beta

instagib-beta1.zip | 247.16 KB

popularity for this mod is present.[/quote]Finally a instagib mod for jk2 :D. Have fun playing this one :cool:

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1,524 downloads

Uploaded:09/07/2002

JK2 v1.03a Plus

v103a_plus.zip | 253.24 KB

Author:[quote]This is a server-side mod that incorporates the changes done by Raven since the release of v1.03 (from the SDK), and additionally balances out saber throw and the swift kick. *see below* Optionally there also is a .cfg file that when executed lets the server use the Ghoul2 collision detection from the Single Player, making saber combat much more dynamical and enjoyable (highly recommended!)[/quote] There is a better detailed explanation of the MOD\'s changes to saber throw, kicks, etc. I would highly suggest you read the readme as it will probably answer the main question of half of you ;): Why this MOD? The zip file contains an HTML page which is easier to read, so perhaps download that if you like, or you could read the readme below :).

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1,492 downloads

Uploaded:02/09/2002

ProMod

promod_beta_2.zip | 716.44 KB

the Author has to say about the mod: [quote]ProMod is a complete rewrite of the saber combat system for Jedi Knight 2 that removes all randomly-based outcomes and replaces them with algorithms based solely on player input and skill. The new Combat Strength Crosshair is used to measure how accurately the player is aiming at his closest saber-wielding opponent. This value is then used to determine the strength of that player's offensive and defensive capabilities. Events such as a saber knockaway, a block, a parry, and defense breakers are all determined by pitting one player's aim against that of his opponent. Factors such as Saber Skill levels and current Saber Stance are also taken into account. There will be no fluke victories in ProMod. ProMod is made to replace the official 1.04 version of the game in competition and professional tournaments. Here's an abbreviated list of changes that I've made in the new version: - New Offensive/Defensive Bonus system and Bonus Meters in the HUD. - All movement now has an effect on your Combat Bonuses--watch your Meters as you move around. - Force Sight now has difficulty seeing higher levels of Mind Trick. - Force Sight's ability to dodge sniper fire is now dependent upon the Combat Strength Crosshair (CSC). - Saber Defense's ability to block sniper fire is now dependent on the CSC. - New console variables allow you to customize the ProMod HUD elements, including the color of the CSC. - All saber damages (including saber throw) have been increased by 50% versus anyone wielding a gun. - All private FFA duels end with the winner receiving 100 health and 25 shields. - All reported bugs from Beta 1 have been fixed. - Many more...[/quote] There is more to read in the readme on changes from Beta 1. The mod works well! Ok I admit I only tested it against bots, but the whole system seems sound. It was confusing at first with the 2 new meters on the sides and the circle around the hud, etc. so be sure to read the readme and know what it's all about!!! [i]Here you can see the two new meters on the sides and the new crosshair[/i]

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1,481 downloads

Uploaded:09/03/2003

Jedi Academy Mod

jamod11.zip | 271.74 KB

mod on my duel server, and I found it extremely useful. The MOD functions great, I love the trainer and padawan type command system, and I love the /amwait emote. The only problem I found was that /amstatus did not function. Other than that the MOD is perfect. For improvement I'd add TCK's Saber MOD for more customization. -Worr Sonn

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1,123 downloads

Uploaded:11/08/2007

Clan Mod

cm_v2.0.zip | 326.66 KB

counterpart, this one is mostly for admin commands, and to protect people from posing as a member from whatever clan that happens to be running this mod. It does seem to lack some features that the JK3 version had, such as a grapple, but I am sure that is due to the engine\'s limitations. But even so, this mod met pretty much all my needs for my clan server, so I don\'t see why it wouldn\'t for most people. Though my knowledge of JK2 mods is a bit limited, I have to admit that I haven\'t run across a mod for JK2 that gives this much control over the aspects this mod was made for, so I enjoy it. Give it a download if you run a clan server. Eh, give it a download even if you don\'t! :p

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963 downloads

Uploaded:10/08/2003

Aidy’s Styles

aidys_styles.zip | 251.7 KB

stances, kick, and the knock back animation. This mod features the qvm file from the jedimoves20.pk3 made by Master D-Ley Amas. Not bad but its been done before. At first I couldn’t get the file to work then I read all of the readme and it says [quote]For some reason on my PC putting the pk3 in base don't do jack, it may, however work for you. Instead, I put it in my mod folders (omni&jediplus) and it works fine when playing a mod game.[/quote] I had the same problem but followed the instructions and it worked. Not bad could’ve been a little more original but that’s just my opinion. Maddog

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952 downloads

Uploaded:11/01/2008

One hit kill mod

1hit1killmod.zip | 1 MB

and all boomsticks one could use in the game. And the saber\'s. As a result, a shot that hit is a shot that killed. Makes for really quick FFAs if one forgets to increase the frag limit. That\'s pretty much it. Give it a whirl if it strikes your fancy. [i]A life lived fast is oftentimes a life wasted.[/i] - Jose

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888 downloads

Uploaded:18/03/2003

Masters of the Force

motfr2.zip | 787.41 KB

readme). All weapon damages are all LETHAL. I like the ideas behind this mod as it gives you more versatility and closeness to the actualy movies. I think Razor Ace has covered a large amount of ground in making this game better for part of the Jk2 Community, just as I have for a different part of it with my own work. I look forward to seeing more from him. - Spectrum (Added by Astyanax - After some testing, we have found that this mod does not appear to work properly on a [b]LINUX[/b] Dedicated MP Server...we'll let you know as soon as this is fixed. A fix for this has been made and is pending postnig in the next few days.)

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814 downloads

Uploaded:22/11/2002

xMOD

xmod1.0.0.zip | 599.85 KB

throw/pull -A fix for the invisible saber bug -Team locking, and automatic moving of authorized users (your clan) to one team -Ability to disable health or shield pickups -Many different handlings of /kill, one of which gives the kill to the person who deserves it -Text filtering for profanity, racial slurs, etc... -Ability to push and pull items -Admin commands to slay, kick, slap, sleep, trip, freeze, teleport, and more -Bind and Gate (ala Everquest) - useful for tryouts and practices -Ability to 'cordon off' map bugs (red side on Yavin, roofs on Streets)[/quote] I would really like to see this MOD updated with a few features, I see some good potential here :D

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753 downloads

Uploaded:18/03/2003

Speed Mod

spdmod.zip | 253.04 KB

player\'s attempt to escape an approaching opponent\'s saber is reduced slightly if they back away or side step. The speed has been reduced. Also, now the alternative fire of the Flechette and Heavy Repeater cause less damage, making them less powerful guns. However, the Flechette\'s primary fire damage has increased. Unfortunately, this mod is less than stellar. What this mod does is take a game that we all know and love and strip it down. This mod takes away features that most of us like. An old phrase comes to mind, \"if it ain\'t broke, don\'t fix it\". The changes that are made are almost insignificant, though, so it\'s hard for me to praise this mod, or denounce it. =/ ~AmosMagee

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723 downloads

Uploaded:21/05/2003

Movie Battles version 1.1

movie_battles.zip | 4.74 MB

new flag for CTF, the author refers to it as a drone. The flags are pretty cool with no poll and it kind of hovers over you. Holocron, Jedi master and Duel game types are not affected by this mod as of this time. The main reason the author created this mod was to try and recreate the battles from the movies, and to try and broaden the game play experience for all of us. With easy installation this mod is worth the download, just be sure to read the readme included. Be sure to visit their site to find out which models can be downloaded for use with this mod. You can play in Original Trilogy or the Prequel film characters. Maddog

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715 downloads

Uploaded:25/02/2007

JK:JO Clan League Mod

league_mod.zip | 556.95 KB

it’s not for just messing around, it’s for competitive play. It includes statistics tracking, as well as hack prevention. It can also detect both versions of a notorious user hack that lets people see health and other information. I like how this is a utilitarian mod, and not one that’s just for kicks and giggles. So, if you want to set up a tournament, and don’t want people really screwing around, then download this. There are a couple of bugs, like how the project was never fully completed, and when you query the version number, it gives the wrong version. ~Zach

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689 downloads

Uploaded:08/09/2006

Saber Man

saberman_n.zip | 550.28 KB

and become the Jedi Master you become a little man made out of saber blades! Oh, and what\'s more, when you die you explode and kill lots of people. I thought that was really cool, but having to wait a while to respawn wasn\'t so cool. The funny thing is, once you die and explode, the saber is basically up for grabs. This looks like a pretty fun mod. I want that little saber man as a Kyle replacement, just because he\'s so cool. Just so you know, I had fun testing this with bots. Just think how fun it\'ll be when you\'re going against humans! ~Zach

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566 downloads

Uploaded:09/07/2002

JK2: The Fan's Version

jk2fanmod.zip | 921.54 KB

basically Eradicator mixed 'em all up and came up with this! The entire readme is quite important to read as it will tell you of the new commands, etc. implemented so it's pointless quoting the entire readme here ;) What I can say is for one thing, you can use the double bladed saber in a server! (as long as the server host has and is running this MOD) so Woohoo! [quote]Made by a fan for the fans![/quote] :D

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560 downloads

Uploaded:08/09/2006

HAPPYLAND

happyland_n.zip | 946.92 KB

run around in random directions. Just make sure you don\'t get lost, because it\'s easy to do. Oh, make sure to watch out for swamptroopers with disruptors, because they\'ll kill you. Anyways, once you eventually find the center of the ma[. you\'ll find a big Jan with a Desann head (freaky!!) that goes around and eats lots of little Jans that have regular heads. Poor things, they\'re all getting eaten. :( Anyways, a freaky little mod. Don\'t bother trying to use force on the npcs, because they can\'t be effected by it. Oh, and run around on the little Jans. This can be fun, but will probably get old after a while. ~Zach

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551 downloads

Uploaded:04/03/2005

SilMod 1.3

silmod1.3.zip | 278.59 KB

the FFA scoreboard (Tab key) shows scores and rank according to SilTracker kill scores. - FFA scoreboard shows SilTracker duel scores when player is in a duel - MOTD works fully now. This time I mean it, I swear. - Anti-Laming has been added. See details in Features section. - More minor tweaks and revisions than I care to recall. Enough, actually, to skip over version 1.2 entirely.[/quote] I don't have much to say on this one, some interesting ideas have been placed in this mod, (like a kill tracker built into the server). Grab the update or download it for your server. -Rink

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476 downloads

Uploaded:21/11/2008

uL-Mod

ulmod_1.4.zip | 249.49 KB

only attacking players, force regeneration rate, etc.) fix a number of bugs, and, of course, add a second blade to your lightsaber! Yep, that's right. By tapping the saber key, you cycle between single, staff, and off modes. The staff mode is rather interesting, in that there isn't a stance like there is in JKA. Instead, you simply move and attack like your normally do, although you stand differently, and you frequently cut yourself to pieces because the second blade goes right through you with each swing. On the plus side, saber throw now looks really cool. :P In addition to all of this, there is a custom cvar or two and a small emote system. The emote system is simple the chosen emote as a command. (/beg = beg emote) Simple, serverside, fun. Good mix. ~Crazy

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466 downloads

Uploaded:05/07/2007

Instagib-IV

instagibiv_0.4.0.0jko.zip | 268.52 KB

lethal proportions, where the first hit will be the last. Your reactions will be tested to the full, as will your skills as a long range and short range gunner. Let's quote Zach on the last version: [quote]Who likes InstaGib? I do! And here we have another InstaGib mod from DeathSpike, the creator of DS-Online. As some of you may or may not know, InstaGib is a game mode where you basically have a sniper/energy weapon with infinite ammunition, where one hit is a kill. That’s what this mod is. You spawn with the disruptor, with infinite ammo and force. The force is supposed to be limited, or that’s at least what I gathered when I tried to use force speed. That said, I found it strange that the Desann bots I put onto my server used Force Lightning. Anyways, that’s not the important thing. The biggest thing is that I had fun. This mod makes use of Unlagged, which will aid players with high pings. Basically it just removes the lag so you can point and shoot at someone without having to lead off. It took a few seconds to get used to, but after that it gets fun. Play JK2? Like InstaGib? If so, then download this! ~DataLord[/quote]Changes in this version really extend no further than a few fixes and some improvements to the statistics system. See the changelog below for details. For those of us out there who are old-school Instagibbers, this won't take the #1 place in your heart away from your old arenas (be it Q3TA or UT99). But, it'll definitely take second place without a doubt. The rest of you? Well, I'll put it bluntly: it's about time you potato peelin' probies got some real action. :p It's every man for himself. You take your finger off that trigger, you hesitate for just one second; and you're dead. Kill, lest ye be killed. This... is Instagib. ~ Kouen

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453 downloads

Uploaded:03/01/2003

FFAMod

ffamod-1.0.zip | 6.81 MB

will be released. -Worr Sonn

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435 downloads

Uploaded:17/07/2004

SilMod version 1.1

silmodver11.zip | 297.22 KB

into ladders as well as a pretty nice \'clan protector\' which stops imposters from using your clan tag as they are required to login before then can use it. A bug that would involve kicking a player who was being spectated on for a clan violation has also been fixed now. The same old admin commands that everyone is used to have also made an appearance in this mod. It seems to be mainly for this clan only it seems, although a few of the features might work nicely for other clans, especially the Tag protector command which is really quite clever I believe. Apart from that I don\'t really have much else to add about this. -Mithran-

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370 downloads

Uploaded:26/06/2006

SithBuster Serverside

sithbuster_serverside_0.4.0.0_qmm.zip | 314.31 KB

all of those admins who are sick of scripters, or people who use hacks, then this is for you! It's designed to block all of those, and a bit more! It blocks movement and attack scripts, as well as hacks, and has an autoupdate system! But sadly, it is only for Jedi Outcast now. No worries, as the Jedi Academy version is under development. This also is supposed to protect your servers from being crashed! Yay! No more of that. I remember when I would play Jedi Outcast and then have to rejoin a server ten times because someone was mad and was crashing the server. It has come to my attention that this mod [i]can[/i] be run alongside other mods, so you can add this onto your server without ditching your mod! So yay! ~Zach

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360 downloads

Uploaded:04/09/2006

JodePotatos

under_mod.zip | 309.37 KB

using scripts, and then quit your game (or so I understand), and when load the game again and try to join the server, you'll have console issues, along with other things. It is recommended that you have your server be pure when loading running this, which means that unless you want this to be less effective, then you should have a pure server. And what's the point of a scripter joining a server when they have to download something to be punished? Anyways, the mod itself is a great idea. And besides, if you can't do something without scripts, you shouldn't be playing multiplayer. At least one thing about this is good, and that is the punishment effects of this mod are reversible. ~Zach

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324 downloads

Uploaded:01/02/2010

ZULU

52zulu.zip | 1.45 MB

the readme, just for kicks: [b]- Added clock in the top right when TAB is pressed to view scores: This clock displays in 24 hour time, as opposed to the US AM/PM.[/b] [b]- Added help (type /help in the console)[/b] [b]- Bot Combat AI Enhanced, Tomahawk bots are much more aggressive and faster at chaining attacks and can now do all special moves and TPK's. (Throw Pull Kicks):[/b] In other words, the bots use every "cheap" trick in the book to kill you. Challenging? Yes, it certainly can be, but this may frustrate everyone who isn't as "hardcore" as others. It was certainly nice to see the bots totally butchering each other in the quickest way possible. There is a fatal flaw to the AI, however, that I found out rather quickly. It all starts with this feature: [b]- Bots will not attack unarmed players.[/b] Oh, boy, the moment I turned off my saber, those turds stopped dead in their tracks and just stared at me. Nevermind the auto-sentry that was shooting them, I was the star of the show! XD and worse yet, they did not respond to my grip-throws and they gladly let me kick them into the abyss! Then these guys came: [b]- Anti-Lamer Bot Patrol:[/b] Alright, so these stormtroopers come with red lightsabers and essentially, their first notion is basically to show up and, initially, just taunt you repeatedly, as if admonishing you for "laming." This particular hypocrisy puzzles me, since this mod was dedicated to "Hardcore Gamers," which in my book translates to someone who wouldn't be bothered by the trivial concept of laming. However, mine is not to judge

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266 downloads

Uploaded:27/02/2008

Infantry mod

infantry_mod.rar | 246.97 KB

where they're near-instantaneous), but doesn't touch any of the other weapons and it limits your jumps to light skipping compared to the awesome mile-high jumps one used to be capable of. If you think it's your cup of coffee, feel free to give it a whirl. - Jose

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235 downloads

Uploaded:19/12/2006

Instagib-IV

instagibiv_0.2.0.5jko.zip | 266.18 KB

sniper/energy weapon with infinite ammunition, where one hit is a kill. That’s what this mod is. You spawn with the disruptor, with infinite ammo and force. The force is supposed to be limited, or that’s at least what I gathered when I tried to use force speed. That said, I found it strange that the Desann bots I put onto my server used Force Lightning. Anyways, that’s not the important thing. The biggest thing is that I had fun. This mod makes use of Unlagged, which will aid players with high pings. Basically it just removes the lag so you can point and shoot at someone without having to lead off. It took a few seconds to get used to, but after that it gets fun. Play JK2? Like InstaGib? If so, then download this! ~Zach

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226 downloads

Uploaded:28/04/2010

OM mod

ommod.zip | 755.76 KB

amremote glitch, userinfo exploit fix, and a cvar (g_minelimit) which controls the max amount of mines which can be planted by each person. [/quote] There you have it. I'm not going to waste my breath, as Inyri did that [file="56864"]four years ago.[/file] You'll know if you want it. - Averus Retruthan

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198 downloads

Uploaded:02/11/2005

TelefragMOD

telefragmod.zip | 346.75 KB

gameplay in Jedi Outcast, sometimes for good, but most of the time not. It\'s simple: the author describes it as an Instagib-type of modification, but when you kill someone, you teleport to his/her location. By \"Instagib-type\" modification, he meant that you are restricted to using one hitscan weapon with infinite ammunition, the Tenloss Disruptor Rifle, and one shot of this kills. Teleporting to the location where you killed someone the moment you killed him/her makes for a somewhat chaotic server, but it actually helped improve my reaction time and my accuracy with the weapon after playing for about thirty minutes. The author said that it gets annoying after ten minutes, and it did, but then it got more fun as I got better. There seem to be ten second periods where you own everybody if you have good reaction time and accuracy, and then when you finally die, you get owned by everyone else for about ten seconds. This creates an inconsistency in the fun of gameplay, where for one moment you\'re happy and the next moment you\'re pissed because all the teleporting one-hit-kill shots are preventing you from even moving from each spawn. A funny little problem that I encountered is where you, using the Tenloss, zoom in on someone and use the charged up, disentegrating shot to kill an opponent. This doesn\'t always happen, but most of the time it did for me. I would zoom in, charge up, fire, and hit someone, then I would teleport to that location, but the beam of energy seemed still to be there and I ended up killing both the person at whom I aimed and myself, thus cancelling out the point that I had just earned before the scoreboard could even tally it. I had never seen the console say before \"Ra-Kom killed himself\"; I call this TelefragMOD\'s \"self-telefrag\" bug. The telefrag feature creates some annoyances and only one nice thing that I found. I tested this mod first on the Massassi Temple map, where you can see everyone, they can see you, and thus your ability to fire at anyone is consistent. This resulted in a great deal of chaos that was too uncontrolled, even for an Instagib-type mod. I then tested it on the Nar Shadaa Streets map, which helped to control the chaos, but also made just the teleportation concept more dangerous because of all the pitfalls. It\'s really not fun when you constantly have to fall down pits because you shot someone and ended up falling down the death pits when you teleported. On the only upside that I found, you can save yourself from certain death by pitfall by shooting someone who is stably on a platform. I\'m not sure why in the readme the author called the folders \"maps,\" or why he fully capitalizes \"MOD\" as if it\'s an acronym, while the word \"mod\" is really just an abbreviation for \"modification,\" but I am sure why the author created the modification. He created it for fun, and I can see the potential behind it. Unfortunately, the level of chaos just barely goes too over-the-top, and many of the aspects of a wonderful map are taken away when you teleport wherever you shoot someone. It will be fun for a select few enthusiasts who know who they are. —Ra-Kom

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195 downloads

Uploaded:10/08/2007

Paladin JK2 Compilation

paladin.zip | 2.46 MB

of them seem to have a red and yellow theme, which I assume is the clan\'s color scheme. This mod compilation, which may not be a big attraction for those of you who aren\'t a member of the clan in question, is more of a [i]feel[/i] change than a content change, and so it won\'t drastically alter your Jedi Outcast experience. The flags and skins do overwrite their original models so if you like the Jedi Trainer model you may not want to use that skin. The bonus, however, is that each part of this mod is packaged in a separate PK3 file, so you can pick and choose what you want to use and what you want to leave out. Quite handy, especially with a mod like this that changes so many non-related things. ~Inyri

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183 downloads

Uploaded:08/09/2006

MYSTERY (Kyle\'s Ladder)

mystery_n.zip | 1.7 MB

camera moving in between shots of Kyle and Jan, then going to red see-through pictures of Kyle and Jan, and put a pinch of blackness in between them. Oh, and add a dash of freaky sound. An interesting mod. If the cinematic part is a lot more controllable I can see this expanding. A lot. Just think of it. You have a role play server running this mod, you get a history of the rival factions, and then you make some decisions. Or you get stuck in a dungeon, and you have cinematics and other scripted events happening. I\'m not quite sure if that\'s possible in JKA, but who cares? It\'s an idea. The only way I was able to get out of the cinematic was to kill myself, and the only thing I could do after that was watch the cinematic again, so I kept killing myself and respawning. I eventually got it set so that the blackness in between Jan/Kyle shots had me in it! Woot. Anyhow, this is an interesting mod, and there are possibilities for the concept behind it. ~Zach

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128 downloads

Uploaded:01/07/2004

SilMod version 1.0

silmod_version_1.0.zip | 295.54 KB

how buggy this mod is, but it is the first version. So it will be interesting to see if this might be more stable than what is available to us. SilMod is a very user-friendly mod. The commands are the same as those used in the widely popular admin mods (amcommands) and it has a few very interesting new features. For instance, there's a feature where you can have members of your clan login, which prevents any impersonators who show up wearing your tag. The SilTracker is like those blasted Kill Trackers that I can't stand, but this tracks all players deaths, kills, duels and it maintains a ranking system. Which is kinda cool, as long as it doesn't announce kills and stuff all the time. There are many emotes, I'm fairly sure we've seen them all before though. Good job, -{DEA}-Silence. This might be a mod I'd be interested in - especially if it doesn't have the same weaknesses that JA mod 1.6 still seems to have. ~AmosMagee

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88 downloads

Uploaded:16/08/2010

Finland

finland.zip | 755.16 KB

the field so I can't tell you whether it's good or not. It has many features that should sound familiar: emotes like amsit, amsleep, amsurrender. It has admin commands, such as amkick, amslap, and ampunish. It also has additional rcon support. In addition to these emotes and commands, the mod contains two types of "lame protection": a timer, which begins upon holstering your saber, and a system based on attacking vs. not attacking. The second system also puts restrictions on the "protected" character - they can not obtain pickups or harm others with kicks. In the first system they can harm with kicks, however this will cause the protected player to once again become vulnerable to others. Also included, which I think is a nifty tool, is a word filter. Tired of being called a n00b? Filter it out and never see it again! Of course this can also be used if you're tired of seeing little kids practicing every swear word they're not allowed to speak at home. There's more to this mod than I've described here, so if you're interested give it a download and check out the various read-mes for whatever information suits your fancy. ~Danny~

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47 downloads

Uploaded:13/07/2012

Twifire1000 (serverside)

twifirev1000release.zip | 930.07 KB

c_vars scripts and so on that you can use to customise things, but I have been more than a little baffled trying to get this mod to work myself. Twifire v1000 seems to have a lot of really awesome features but it seems like it meeds much more time and understanding than I have in order to get it to work properly. Some of the features include: [quote] From launching TIE fighters at your enemies to rapid fire super rocket launchers or maybe just flying around on a jetpack, there\'s nothing you can\'t do in Twifire. Twifire\'s most notable addition is fully working and fully powered in-game Map editing. Want to add a chair in the corner? Go ahead. Want to light in fire? Go ahead. Want to make it move when players get near it? Go ahead. You can do anything with just a little work. Players digging through the commands might even find my unfinished \'Minecraft\' mode. Remember, if this seems like too much to you, you can change a few options and the server isn\'t any different from a BaseJK server. Twifire also features tons of security systems to keep your server running online securely. No more angry hackers taking down your server. Twifire also can automatically restore some of the default singleplayer maps. (Some, not all) This mod requires no client downloads. [/quote] I have to say, the map editing feature sounds great, the author has even included some sample files in the .zip that you can use to start up a server to test these out. Please be aware though, that it does not seem this mod can be loaded ingame from the mod menu, rather, you need to start a dedicated server using the included batch (launcher.bat) file. I did find a bit of a problem with the batch file though; it would not start up the game when used. I had a peek inside and to fix it so it launches the game, you need to replace the: [quote].\\jk2mp[/quote] bit at the start with [quote] cd .. jk2mp[/quote] Also note from the batch file it will set the com_hunkmegs set to 128 or higher in order to prevent it hanging on the map startup screen! I succeeded in starting up a server, but I had several errors in the console telling me it could not load the .cfg\'s and when I joined my server nothing looked different... but as I said, server mods were never my strong point so I wouldn’t be surprised if I had dome something wrong and messed it up, that and I didn’t really have the time to familiarise myself with all the workings of the mod. Still if you are familiar with how to set up and use server mods, I encourage you to give this a download and have a go with it, as it has some pretty awesome features listed! If I had to make any suggestions, I would say that mods like this really need a simple step by step setup guide for dunces like me who have very little experience with server mods! If you like the sound of this mod, make sure to give it a try and feel free to tell me what I did wrong! XD ~Nozyspy~

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45 downloads

Uploaded:10/06/2012

JK2MF Serverside

jk2mfv2.0.zip | 1.02 MB

be constantly too exhausted these day to get anything done, but I am trying to change that![/i] What we have here is a very nifty server side mod (the client side mod for Windows and MacOSX will be reviewed shortly!) which helps prevent cheaters from exploiting any loopholes and otherwise causing trouble on your server. To be honest I have always wondered if cheating was even actually possible in JK2 or JKA multiplayer, there have been a few people I have played with who seemed to be able to do more damage than should be allowed or able to hit you when you were nowhere near them, but I always put this down just to server lag or their skill. But it seems that some cheating is actually possible, which actually makes me look back at some experiences a little differently. Still after reading the authors readme, I really didn’t understand that much of it, all of these commands and coding are not really my area of expertise so I am not familiar with how it all works behind the scenes, though I did notice this: [quote]The anticheat system detects and blocks - code modifications ( jkbot, mombot, cvar unlockers, opengl hacks and more ) - unallowed clientside modifications ( cgame.qvm ) - movement scripts[/quote] To be honest I always thought that aimbot was a myth! Good to know there is a mod then that helps stop people from using it! I wonder if there is anything like this mod for JKA? Anyway, there you have it, a good server side mod here to help stop cheaters from prospering on your server! What is more you can also use this with other mods such as: DS-Online, DCMod, Twimod and most other mods. If you want to take a look at the details, be sure to have a good read through the readme. Good work to the author! :) ~Nozyspy~

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38 downloads

Uploaded:12/06/2012

JK2MF Clientside (Windows)

jk2mfclientsidewin.zip | 216.63 KB

the sever side mod, this client side mod is for those who just want to play on an anti-cheat enabled server! Unfortunately the readme here does not really explain very much what the client side specifically does, but I presume it is similar in purpose to the server side mod, if you want more details on that, you can download and see the much more detailed readme for the server side mod here. Apologies to the author once again for the long delay, but keep up the excellent modding, its great to see that people still care about JK2! :D If you need the Mac OSX version, please see here. ~Nozyspy~

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37 downloads

Uploaded:06/10/2013

[AGoF] Twimod Serverside Mod

agof_twimod_public_release.zip | 3.06 MB

A JKII Serverside mod in 2013?! Yes! [AGoF] clan presents to you [AGoF] Twimod v1.61 Public. With the permission from Twitch (Ouned) to edit Twimod, Shady & Miso have made ONE of the most powerful all serverside (except one optional client.pk3 file) mod that allows you to: - Add any map classname IN GAME - Advanced login system with security-encrypted passwords - Play Instagib (CTF as well) - Play music or sounds - Replicate 1.02 gameplay and damage - Use free commands such as increase speed, increase gravity, or use a flamethrower - CVAR controlled admin system instead of bitvalues - Fixed bugs and improvements from original Twimod With lots of help from [DARK]Boy*, [AGoF]Shady, and [AGoF]Ensorcio, none of this would have been possible. We present to you, AGoF Twimod.

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28 downloads

Uploaded:12/06/2012

JK2MF Clientside (MacOSX)

jk2mfclientsidemac.zip | 289.57 KB

for Mac OSX. If you want to create an anti-cheat enabled server, then you will need the sever side mod, this client side mod is for those who just want to play on an anti-cheat enabled server! Unfortunately the readme here does not really explain very much what the client side specifically does, but I presume it is similar in purpose to the server side mod, if you want more details on that, you can download and see the much more detailed readme for the server side mod here. Apologies to the author once again for the long delay, but keep up the excellent modding, its great to see that people still care about JK2! :D ~Nozyspy~